2008/6/16 Hugo Arts <[EMAIL PROTECTED]>: > Your bottleneck might not be in your rendering code. I don't know wether > PyOpenGL is even supposed to be much faster than pygame, but if rendering is > not where your bottleneck is, switching will not help at all. You are right, i'll try something like sprite pooling for particles or something similar.
> I didn't look at the code, but in the profile it seems _collide_bullet is a > frequently used method. Are you using a naive collision detection algorithm? > In that case, something like a quadtree or cell-based collision detection > approach may heavily improve the performance of your game. The collision detection is a simple bounding spheres method using square distances, I don't think that building a quadtree would be much faster but I'll give it a try too when i have some time Aniway, i believe that particles are what are making the whole thing lag and they aren't counted for collisions, so i'll check the particle updating methods > > Hugo thanks for your reply >> [1] - http://code.google.com/p/pyship/ >> >> -- >> .__.·º(foolhu!) >> (oO) >> / | | \ -- .__.·º(foolhu!) (oO) / | | \